water

water

Re: water Posted by rival on Tue May 31st 2005 at 6:21pm
rival
512 posts
Posted 2005-05-31 6:21pm
rival
member
512 posts 141 snarkmarks Registered: Apr 7th 2005 Occupation: being a pain in the ass Location: inverness
i make the water properly in hammer but when i run the map its invisible. its there its just invisble. ive checked for leaks and tryed different water textures. anyone know anything??
Heres my compile log:

materialPath: c:\program files\valve\steam\steamapps\tilaxeu\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\tilaxeu\sourcesdk_content\hl2\mapsrc\Maps\Insurgence\sp_insurge_02.vmf
fixing up env_cubemap materials on brush sides...
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity light_environment (-98.33 127.76 351.00) leaked!
Processing areas... done (0)
Building Faces... done (0)
Chop Details... done (0)
Find Visible Detail Sides...
Merged 6 detail faces... done (0)
Merging details... done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Building Physics collision data...
done (0) (24095 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (43678 bytes)
Placing detail props : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
Water found with no water_lod_control entity, creating a default one.
Writing C:\Program Files\Valve\Steam\SteamApps\tilaxeu\sourcesdk_content\hl2\mapsrc\Maps\Insurgence\sp_insurge_02.bsp
4 seconds elapsed

1 threads
reading c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.bsp
reading c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.prt

[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.bsp
No vis information, direct lighting only.
620 faces
33397 square feet [4809275.50 square inches]
1 displacements
5034 square feet [724911.69 square inches]
2 direct lights
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 Build Patch/Sample Hash Table(s)..... Done<0.0046 sec>
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 FinalLightFace Done
Ready to Finish
Computing detail prop lighting : 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 39/8192 468/98304 ( 0.5%)
brushsides 336/65536 2688/524288 ( 0.5%)
planes 508/65536 10160/1310720 ( 0.8%)
vertexes 910/65536 10920/786432 ( 1.4%)
nodes 499/65536 15968/2097152 ( 0.8%)
texinfos 107/12288 7704/884736 ( 0.9%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 11236/0 11236/0 ( 0.0%)
faces 620/65536 34720/3670016 ( 0.9%)
origfaces 195/65536 10920/3670016 ( 0.3%)
leaves 502/65536 28112/3670016 ( 0.8%)
leaffaces 688/65536 1376/131072 ( 1.0%)
leafbrushes 247/65536 494/131072 ( 0.4%)
surfedges 3789/512000 15156/2048000 ( 0.7%)
edges 1934/256000 7736/1024000 ( 0.8%)
worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 68/32768 680/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1068/65536 2136/131072 ( 1.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 104700/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 3925/393216 ( 1.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/296 ( 0.3%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2764 ( 0.0%)
pakfile [variable] 10093/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 24095/4194304 ( 0.6%)
==== Total Win32 BSP file data space used: 305966 bytes ====

Linux Specific Data:
physicssurface [variable] 43678/6291456 ( 0.7%)
==== Total Linux BSP file data space used: 325549 bytes ====

Total triangle count: 1767
Writing c:\program files\valve\steam\steamapps\tilaxeu\sourcesdk_content\hl2\mapsrc\maps\insurgence\sp_insurge_02.bsp
12 seconds elapsed
Re: water Posted by ReNo on Tue May 31st 2005 at 6:34pm
ReNo
5457 posts
Posted 2005-05-31 6:34pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Entity light_environment (-98.33 127.76 351.00) leaked!
Didn't check quite well enough I guess :wink:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: water Posted by Orpheus on Tue May 31st 2005 at 6:57pm
Orpheus
13860 posts
Posted 2005-05-31 6:57pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
There are 2 clues you need to focus on.
0 . . . 1 . . . 2 . . . 3 . . . 4 . . . 5 . . . 6 . . . 7 . . . 8 . . . 9 . . . 10 **** leaked ****
Entity light_environment (-98.33 127.76 351.00) leaked!
and
No vis information, direct lighting only.
either of these two in a compile log means you have a leak.

they both will be in the log, but when reading it, you only need to see one of them to know.

go fix your leak.

The best things in life, aren't things.
Re: water Posted by Doglike-spike on Tue May 31st 2005 at 7:00pm
Doglike-spike
14 posts
Posted 2005-05-31 7:00pm
14 posts 21 snarkmarks Registered: Mar 14th 2005 Location: denmark
The water may not touch the skybox.
Re: water Posted by ReNo on Tue May 31st 2005 at 7:11pm
ReNo
5457 posts
Posted 2005-05-31 7:11pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Well the fact it says "no vis information, direct lighting only" in RAD
actually only means that VIS didn't run (or didn't finish successfully)
  • there are potentially other reasons than a leak. Of course the most
likely reason is that there is a leak, so thats what you have to check
for in the BSP log.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: water Posted by omegaslayer on Tue May 31st 2005 at 8:15pm
omegaslayer
2481 posts
Posted 2005-05-31 8:15pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
first fix that leak, then run vis in the compile process. Water appears
invisable if there is no vis information, or if you run it on fast vis.
Posting And You
Re: water Posted by rival on Wed Jun 1st 2005 at 6:06pm
rival
512 posts
Posted 2005-06-01 6:06pm
rival
member
512 posts 141 snarkmarks Registered: Apr 7th 2005 Occupation: being a pain in the ass Location: inverness
i moved the light_environment and it still leaked so i got rid of it. then it says one of my info_nodes is leaking so i got rid of them. then it says weapon_crowbar is leaking so i got rid of all entities except for the info_player start and it says that leaks as well. it tried a new map, just a simple room with water, and the same thing happened as well. the compile log isnt running VIS either, it says it cant read my maps .prt.
Re: water Posted by omegaslayer on Wed Jun 1st 2005 at 6:40pm
omegaslayer
2481 posts
Posted 2005-06-01 6:40pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
No you need to fix the leak, the hole in the map, you cant move entites
around, or delete them to fix a leak, you need to seal your map with
solid geometry (brushes). Read this tut on how to fix leaks
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=139

Once you fix your leak all your problems will go away!
Posting And You